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Weapon and Health Rework


Guskywalker
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As most of you would have heard by now, we are currently working on balancing the weapons and health for every role on the server. Before we make any concrete changes, we'd like to get the opinion of the community. To try and make this process as easy as possible, I've put together a comprehensive spreadsheet containing the proposed values for load-out weapons and health. To avoid arguments in the comment section there is a link below to a google form, where you can voice your opinion and provide feedback (any comments that refer to the sheet will be hidden). The questions on the form are intentionally vague so that you can pretty much say anything you'd like. Please make you answers as specific as possible so we can directly look into changing that specific value.

Note: In the weapons sheet, Adj RPM and Adj DPS are values I created that taking into account clip size (how often you need to reload and reload time). Avg DPS is just the average of the DPS and Adj DPS. 

Good Response: Most of the changes are good but i think x could have higher damage and y should have lower RPM.
Poor Response: I liked most of the proposed values but some of them could be a bit different

Value Spreadsheet: https://docs.google.com/spreadsheets/d/1UEeL4CskOp86chsCEbDTV84bPFDgbayn5wEFJbC-dio/edit?usp=sharing

Feedback Form: https://forms.gle/534xQ14ybCFukWfa9

Edited by Guskywalker
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2 minutes ago, YaBoiSwift said:

Isn’t this the second time this has been attempted and I guarantee this will not please most people the same as last time 

No one was pleased last time, everyone complained and was told "You'll get used to it." and 6 Months later people are still complaining and saying "My gun doesn't fucking shoot straight."

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2 minutes ago, Bailey said:

No one was pleased last time, everyone complained and was told "You'll get used to it." and 6 Months later people are still complaining and saying "My gun doesn't fucking shoot straight."

So why are they trying it again surely it wont help the servers player numbers mind you before the last rework our player count was significantly higher (just a observation) 

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1 minute ago, YaBoiSwift said:

So why are they trying it again surely it wont help the servers player numbers mind you before the last rework our player count was significantly higher (just a observation) 

They're trying it again in order to help the current players enjoy the server a lot more. On top of this, the weapon rework, as much as I hated it, wasn't the thing that dropped the player count, it was the Coronavirus and the lockdown of the entire Country ending and everyone moving back to work and real life.

Not every change is made to try and gain players, we're still kicking and healthy, players are going back up gradually, every Server has its ups and downs.

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4 minutes ago, Bailey said:

They're trying it again in order to help the current players enjoy the server a lot more. On top of this, the weapon rework, as much as I hated it, wasn't the thing that dropped the player count, it was the Coronavirus and the lockdown of the entire Country ending and everyone moving back to work and real life.

Not every change is made to try and gain players, we're still kicking and healthy, players are going back up gradually, every Server has its ups and downs.

How will Dropping health and Weapon efficiently make it more fun for current players didn’t it essentially do nothing if the ECs healths are dropped accordingly 

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5 hours ago, YaBoiSwift said:

 

How will Dropping health and Weapon efficiently make it more fun for current players didn’t it essentially do nothing if the ECs healths are dropped accordingly 

I believe that the hope is that with the adjustment to weapon accuracy/spread its goal is to balance it out.

These changes have been in the works for awhile now and Gusky has spent alot of man hours making sure everything will fit accordingly.

Guns may become less efficent to what they are now but the upside will be that your bullets dont draw circles around people when they should be alot more laser like.

The health balances will probably make it so you dont notice any dps changes as much.

We'll just have to wait and see.

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Some of the “current” damage values arnt correct. Like main one I can see being the Scatter Shotgun. With its current being stated as “200” while in game its max is “180”.
 

And all the Adjusted Rotary cannons doing 10 dmg? What?

Edited by LimeStrider
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Ok well quite a big health nerf for inquisitors which I guess can work but ONLY [in my opinion and a few others] if we change the rules of engagement with EC's now that we are wayyyyyy weaker. Or in other words, surly if this gets implemented we can have less restrictions on events? Otherwise personally think its too harsh of a nerf, a gun wielder will be able to beat an decently skilled Inquisitor to easily to make sense. Though wiltOS is coming and idk if that's a buff or a nerf. Honestly implement it and will see how it goes. :carlton:                    
 

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4 minutes ago, Edwards said:

I just pray I can shoot straight with the E-11 in 81st, Shooting training sucks when this happens but ST'S are suppose to be like that i guess, spray and pray :feelsbadman:xD

;-; when the E-11 is more accurate than the T-21 ngl

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Just now, Edwards said:

Oh seriously?? I thought the E-11 was bad i feel so sorry for you :(

IDK what e11 your using. E11 is a decent if not just weak gun. If it had abit more punch on the current server she would be a great rifle if not just outclassed only because of the high variety of options

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8 minutes ago, LimeStrider said:

And side post. Is this gonna affect at all Skill line? Cause I swear if we have another reset.... 

Theres literally only been one reset and it was 5 months ago, idk what you're on about.

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Having nearly all guns shoot straight reduces most weapons actual use, if that were the case then players would be going for the weapon that does the most damage because it has the added perk of shooting the straightest. The sweet spot is finding that middle ground where each gun has a unique stat; (Cone, HS Multi, even clip size) and making all guns playable and useful in different kinds of situations.

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